This commit contains the first part of the new Cycles denoising option, which filters the resulting image using information gathered during rendering to get rid of noise while preserving visual features as well as possible. To use the option, enable it in the render layer options. The default settings fit a wide range of scenes, but the user can tweak individual settings to control the tradeoff between a noise-free image, image details, and calculation time. Note that the denoiser may still change in the future and that some features are not implemented yet. The most important missing feature is animation denoising, which uses information from multiple frames at once to produce a flicker-free and smoother result. These features will be added in the future. Finally, thanks to all the people who supported this project: - Google (through the GSoC) and Theory Studios for sponsoring the development - The authors of the papers I used for implementing the denoiser (more details on them will be included in the technical docs) - The other Cycles devs for feedback on the code, especially Sergey for mentoring the GSoC project and Brecht for the code review! - And of course the users who helped with testing, reported bugs and things that could and/or should work better!
862 lines
27 KiB
C++
862 lines
27 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "render/background.h"
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#include "render/camera.h"
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#include "render/film.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/nodes.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/curves.h"
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#include "device/device.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_session.h"
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#include "blender/blender_util.h"
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#include "util/util_debug.h"
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#include "util/util_foreach.h"
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#include "util/util_opengl.h"
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#include "util/util_hash.h"
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CCL_NAMESPACE_BEGIN
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/* Constructor */
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BlenderSync::BlenderSync(BL::RenderEngine& b_engine,
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BL::BlendData& b_data,
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BL::Scene& b_scene,
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Scene *scene,
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bool preview,
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Progress &progress,
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bool is_cpu)
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: b_engine(b_engine),
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b_data(b_data),
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b_scene(b_scene),
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shader_map(&scene->shaders),
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object_map(&scene->objects),
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mesh_map(&scene->meshes),
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light_map(&scene->lights),
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particle_system_map(&scene->particle_systems),
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world_map(NULL),
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world_recalc(false),
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scene(scene),
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preview(preview),
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experimental(false),
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is_cpu(is_cpu),
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dicing_rate(1.0f),
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max_subdivisions(12),
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progress(progress)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") : RNA_float_get(&cscene, "dicing_rate");
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max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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}
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BlenderSync::~BlenderSync()
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{
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}
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/* Sync */
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bool BlenderSync::sync_recalc()
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{
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/* sync recalc flags from blender to cycles. actual update is done separate,
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* so we can do it later on if doing it immediate is not suitable */
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BL::BlendData::materials_iterator b_mat;
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bool has_updated_objects = b_data.objects.is_updated();
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for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
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if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated())) {
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shader_map.set_recalc(*b_mat);
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}
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else {
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Shader *shader = shader_map.find(*b_mat);
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if(has_updated_objects && shader != NULL && shader->has_object_dependency) {
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shader_map.set_recalc(*b_mat);
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}
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}
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}
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BL::BlendData::lamps_iterator b_lamp;
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for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
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if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
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shader_map.set_recalc(*b_lamp);
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bool dicing_prop_changed = false;
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if(experimental) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate")
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: RNA_float_get(&cscene, "dicing_rate");
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if(dicing_rate != updated_dicing_rate) {
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dicing_rate = updated_dicing_rate;
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dicing_prop_changed = true;
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}
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int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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if(max_subdivisions != updated_max_subdivisions) {
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max_subdivisions = updated_max_subdivisions;
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dicing_prop_changed = true;
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}
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}
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BL::BlendData::objects_iterator b_ob;
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for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
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if(b_ob->is_updated()) {
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object_map.set_recalc(*b_ob);
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light_map.set_recalc(*b_ob);
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}
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if(object_is_mesh(*b_ob)) {
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if(b_ob->is_updated_data() || b_ob->data().is_updated() ||
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(dicing_prop_changed && object_subdivision_type(*b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE))
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{
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BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
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mesh_map.set_recalc(key);
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}
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}
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else if(object_is_light(*b_ob)) {
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if(b_ob->is_updated_data() || b_ob->data().is_updated())
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light_map.set_recalc(*b_ob);
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}
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if(b_ob->is_updated_data()) {
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BL::Object::particle_systems_iterator b_psys;
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for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
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particle_system_map.set_recalc(*b_ob);
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}
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}
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BL::BlendData::meshes_iterator b_mesh;
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for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh) {
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if(b_mesh->is_updated()) {
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mesh_map.set_recalc(*b_mesh);
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}
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}
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BL::BlendData::worlds_iterator b_world;
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for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
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if(world_map == b_world->ptr.data) {
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if(b_world->is_updated() ||
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(b_world->node_tree() && b_world->node_tree().is_updated()))
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{
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world_recalc = true;
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}
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else if(b_world->node_tree() && b_world->use_nodes()) {
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Shader *shader = scene->default_background;
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if(has_updated_objects && shader->has_object_dependency) {
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world_recalc = true;
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}
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}
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}
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}
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bool recalc =
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shader_map.has_recalc() ||
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object_map.has_recalc() ||
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light_map.has_recalc() ||
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mesh_map.has_recalc() ||
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particle_system_map.has_recalc() ||
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BlendDataObjects_is_updated_get(&b_data.ptr) ||
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world_recalc;
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return recalc;
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}
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void BlenderSync::sync_data(BL::RenderSettings& b_render,
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BL::SpaceView3D& b_v3d,
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BL::Object& b_override,
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int width, int height,
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void **python_thread_state,
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const char *layer)
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{
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sync_render_layers(b_v3d, layer);
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sync_integrator();
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sync_film();
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sync_shaders();
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sync_images();
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sync_curve_settings();
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mesh_synced.clear(); /* use for objects and motion sync */
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if(scene->need_motion() == Scene::MOTION_PASS ||
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scene->need_motion() == Scene::MOTION_NONE ||
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scene->camera->motion_position == Camera::MOTION_POSITION_CENTER)
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{
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sync_objects();
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}
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sync_motion(b_render,
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b_override,
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width, height,
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python_thread_state);
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mesh_synced.clear();
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}
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/* Integrator */
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void BlenderSync::sync_integrator()
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{
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#ifdef __CAMERA_MOTION__
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BL::RenderSettings r = b_scene.render();
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#endif
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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experimental = (get_enum(cscene, "feature_set") != 0);
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Integrator *integrator = scene->integrator;
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Integrator previntegrator = *integrator;
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integrator->min_bounce = get_int(cscene, "min_bounces");
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integrator->max_bounce = get_int(cscene, "max_bounces");
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integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
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integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
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integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
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integrator->max_volume_bounce = get_int(cscene, "volume_bounces");
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integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
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integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
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integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
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integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
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integrator->volume_step_size = get_float(cscene, "volume_step_size");
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integrator->caustics_reflective = get_boolean(cscene, "caustics_reflective");
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integrator->caustics_refractive = get_boolean(cscene, "caustics_refractive");
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integrator->filter_glossy = get_float(cscene, "blur_glossy");
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integrator->seed = get_int(cscene, "seed");
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if(get_boolean(cscene, "use_animated_seed")) {
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integrator->seed = hash_int_2d(b_scene.frame_current(),
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get_int(cscene, "seed"));
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if(b_scene.frame_subframe() != 0.0f) {
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/* TODO(sergey): Ideally should be some sort of hash_merge,
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* but this is good enough for now.
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*/
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integrator->seed += hash_int_2d((int)(b_scene.frame_subframe() * (float)INT_MAX),
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get_int(cscene, "seed"));
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}
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}
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integrator->sampling_pattern = (SamplingPattern)get_enum(
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cscene,
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"sampling_pattern",
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SAMPLING_NUM_PATTERNS,
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SAMPLING_PATTERN_SOBOL);
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integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
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integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
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#ifdef __CAMERA_MOTION__
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if(!preview) {
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if(integrator->motion_blur != r.use_motion_blur()) {
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scene->object_manager->tag_update(scene);
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scene->camera->tag_update();
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}
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integrator->motion_blur = r.use_motion_blur();
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}
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#endif
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integrator->method = (Integrator::Method)get_enum(cscene,
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"progressive",
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Integrator::NUM_METHODS,
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Integrator::PATH);
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integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
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integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
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integrator->light_sampling_threshold = get_float(cscene, "light_sampling_threshold");
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int diffuse_samples = get_int(cscene, "diffuse_samples");
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int glossy_samples = get_int(cscene, "glossy_samples");
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int transmission_samples = get_int(cscene, "transmission_samples");
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int ao_samples = get_int(cscene, "ao_samples");
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int mesh_light_samples = get_int(cscene, "mesh_light_samples");
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int subsurface_samples = get_int(cscene, "subsurface_samples");
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int volume_samples = get_int(cscene, "volume_samples");
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if(get_boolean(cscene, "use_square_samples")) {
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integrator->diffuse_samples = diffuse_samples * diffuse_samples;
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integrator->glossy_samples = glossy_samples * glossy_samples;
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integrator->transmission_samples = transmission_samples * transmission_samples;
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integrator->ao_samples = ao_samples * ao_samples;
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integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples * subsurface_samples;
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integrator->volume_samples = volume_samples * volume_samples;
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}
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else {
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integrator->diffuse_samples = diffuse_samples;
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integrator->glossy_samples = glossy_samples;
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integrator->transmission_samples = transmission_samples;
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integrator->ao_samples = ao_samples;
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integrator->mesh_light_samples = mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples;
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integrator->volume_samples = volume_samples;
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}
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if(b_scene.render().use_simplify()) {
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if(preview) {
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integrator->ao_bounces = get_int(cscene, "ao_bounces");
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}
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else {
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integrator->ao_bounces = get_int(cscene, "ao_bounces_render");
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}
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}
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if(integrator->modified(previntegrator))
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integrator->tag_update(scene);
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}
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/* Film */
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void BlenderSync::sync_film()
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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Film *film = scene->film;
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Film prevfilm = *film;
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film->exposure = get_float(cscene, "film_exposure");
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film->filter_type = (FilterType)get_enum(cscene,
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"pixel_filter_type",
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FILTER_NUM_TYPES,
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FILTER_BLACKMAN_HARRIS);
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film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
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if(b_scene.world()) {
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BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
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film->mist_start = b_mist.start();
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film->mist_depth = b_mist.depth();
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switch(b_mist.falloff()) {
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case BL::WorldMistSettings::falloff_QUADRATIC:
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film->mist_falloff = 2.0f;
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break;
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case BL::WorldMistSettings::falloff_LINEAR:
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film->mist_falloff = 1.0f;
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break;
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case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
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film->mist_falloff = 0.5f;
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break;
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}
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}
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if(film->modified(prevfilm))
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film->tag_update(scene);
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}
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/* Render Layer */
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void BlenderSync::sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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string layername;
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/* 3d view */
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if(b_v3d) {
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if(RNA_boolean_get(&cscene, "preview_active_layer")) {
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BL::RenderLayers layers(b_scene.render().ptr);
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layername = layers.active().name();
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layer = layername.c_str();
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}
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else {
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render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view());
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render_layer.layer = render_layer.scene_layer;
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render_layer.exclude_layer = 0;
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render_layer.holdout_layer = 0;
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render_layer.material_override = PointerRNA_NULL;
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render_layer.use_background_shader = true;
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render_layer.use_background_ao = true;
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render_layer.use_hair = true;
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render_layer.use_surfaces = true;
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render_layer.use_viewport_visibility = true;
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render_layer.samples = 0;
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render_layer.bound_samples = false;
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return;
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}
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}
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/* render layer */
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BL::RenderSettings r = b_scene.render();
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BL::RenderSettings::layers_iterator b_rlay;
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int use_layer_samples = get_enum(cscene, "use_layer_samples");
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bool first_layer = true;
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uint layer_override = get_layer(b_engine.layer_override());
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uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
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for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
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if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
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render_layer.name = b_rlay->name();
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render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
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render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
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render_layer.scene_layer = scene_layers & ~render_layer.exclude_layer;
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render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
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render_layer.layer = get_layer(b_rlay->layers());
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render_layer.layer |= render_layer.holdout_layer;
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render_layer.material_override = b_rlay->material_override();
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render_layer.use_background_shader = b_rlay->use_sky();
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render_layer.use_background_ao = b_rlay->use_ao();
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render_layer.use_surfaces = b_rlay->use_solid();
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render_layer.use_hair = b_rlay->use_strand();
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render_layer.use_viewport_visibility = false;
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render_layer.bound_samples = (use_layer_samples == 1);
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if(use_layer_samples != 2) {
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int samples = b_rlay->samples();
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if(get_boolean(cscene, "use_square_samples"))
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render_layer.samples = samples * samples;
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else
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render_layer.samples = samples;
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}
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}
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first_layer = false;
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}
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}
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/* Images */
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void BlenderSync::sync_images()
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{
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/* Sync is a convention for this API, but currently it frees unused buffers. */
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const bool is_interface_locked = b_engine.render() &&
|
|
b_engine.render().use_lock_interface();
|
|
if(is_interface_locked == false && BlenderSession::headless == false) {
|
|
/* If interface is not locked, it's possible image is needed for
|
|
* the display.
|
|
*/
|
|
return;
|
|
}
|
|
/* Free buffers used by images which are not needed for render. */
|
|
BL::BlendData::images_iterator b_image;
|
|
for(b_data.images.begin(b_image);
|
|
b_image != b_data.images.end();
|
|
++b_image)
|
|
{
|
|
/* TODO(sergey): Consider making it an utility function to check
|
|
* whether image is considered builtin.
|
|
*/
|
|
const bool is_builtin = b_image->packed_file() ||
|
|
b_image->source() == BL::Image::source_GENERATED ||
|
|
b_image->source() == BL::Image::source_MOVIE ||
|
|
b_engine.is_preview();
|
|
if(is_builtin == false) {
|
|
b_image->buffers_free();
|
|
}
|
|
/* TODO(sergey): Free builtin images not used by any shader. */
|
|
}
|
|
}
|
|
|
|
/* Passes */
|
|
PassType BlenderSync::get_pass_type(BL::RenderPass& b_pass)
|
|
{
|
|
string name = b_pass.name();
|
|
#define MAP_PASS(passname, passtype) if(name == passname) return passtype;
|
|
/* NOTE: Keep in sync with defined names from DNA_scene_types.h */
|
|
MAP_PASS("Combined", PASS_COMBINED);
|
|
MAP_PASS("Depth", PASS_DEPTH);
|
|
MAP_PASS("Mist", PASS_MIST);
|
|
MAP_PASS("Normal", PASS_NORMAL);
|
|
MAP_PASS("IndexOB", PASS_OBJECT_ID);
|
|
MAP_PASS("UV", PASS_UV);
|
|
MAP_PASS("Vector", PASS_MOTION);
|
|
MAP_PASS("IndexMA", PASS_MATERIAL_ID);
|
|
|
|
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT);
|
|
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT);
|
|
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT);
|
|
MAP_PASS("SubsurfaceDir", PASS_SUBSURFACE_DIRECT);
|
|
|
|
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
|
|
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
|
|
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT);
|
|
MAP_PASS("SubsurfaceInd", PASS_SUBSURFACE_INDIRECT);
|
|
|
|
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR);
|
|
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR);
|
|
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR);
|
|
MAP_PASS("SubsurfaceCol", PASS_SUBSURFACE_COLOR);
|
|
|
|
MAP_PASS("Emit", PASS_EMISSION);
|
|
MAP_PASS("Env", PASS_BACKGROUND);
|
|
MAP_PASS("AO", PASS_AO);
|
|
MAP_PASS("Shadow", PASS_SHADOW);
|
|
|
|
#ifdef __KERNEL_DEBUG__
|
|
MAP_PASS("Debug BVH Traversed Nodes", PASS_BVH_TRAVERSED_NODES);
|
|
MAP_PASS("Debug BVH Traversed Instances", PASS_BVH_TRAVERSED_INSTANCES);
|
|
MAP_PASS("Debug BVH Intersections", PASS_BVH_INTERSECTIONS);
|
|
MAP_PASS("Debug Ray Bounces", PASS_RAY_BOUNCES);
|
|
#endif
|
|
#undef MAP_PASS
|
|
|
|
return PASS_NONE;
|
|
}
|
|
|
|
int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
|
|
{
|
|
string name = b_pass.name();
|
|
if(name.substr(0, 10) != "Denoising ") {
|
|
return -1;
|
|
}
|
|
name = name.substr(10);
|
|
|
|
#define MAP_PASS(passname, offset) if(name == passname) return offset;
|
|
MAP_PASS("Normal", DENOISING_PASS_NORMAL);
|
|
MAP_PASS("Normal Variance", DENOISING_PASS_NORMAL_VAR);
|
|
MAP_PASS("Albedo", DENOISING_PASS_ALBEDO);
|
|
MAP_PASS("Albedo Variance", DENOISING_PASS_ALBEDO_VAR);
|
|
MAP_PASS("Depth", DENOISING_PASS_DEPTH);
|
|
MAP_PASS("Depth Variance", DENOISING_PASS_DEPTH_VAR);
|
|
MAP_PASS("Shadow A", DENOISING_PASS_SHADOW_A);
|
|
MAP_PASS("Shadow B", DENOISING_PASS_SHADOW_B);
|
|
MAP_PASS("Image", DENOISING_PASS_COLOR);
|
|
MAP_PASS("Image Variance", DENOISING_PASS_COLOR_VAR);
|
|
#undef MAP_PASS
|
|
|
|
return -1;
|
|
}
|
|
|
|
array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
|
|
BL::SceneRenderLayer& b_srlay)
|
|
{
|
|
array<Pass> passes;
|
|
Pass::add(PASS_COMBINED, passes);
|
|
|
|
/* loop over passes */
|
|
BL::RenderLayer::passes_iterator b_pass_iter;
|
|
|
|
for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
|
|
BL::RenderPass b_pass(*b_pass_iter);
|
|
PassType pass_type = get_pass_type(b_pass);
|
|
|
|
if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
|
|
continue;
|
|
if(pass_type != PASS_NONE)
|
|
Pass::add(pass_type, passes);
|
|
}
|
|
|
|
PointerRNA crp = RNA_pointer_get(&b_srlay.ptr, "cycles");
|
|
if(get_boolean(crp, "denoising_store_passes")) {
|
|
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Normal Variance", 3, "XYZ", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Albedo Variance", 3, "RGB", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Depth", 1, "Z", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Depth Variance", 1, "Z", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Shadow A", 3, "XYV", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Shadow B", 3, "XYV", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Image", 3, "RGB", b_srlay.name().c_str());
|
|
b_engine.add_pass("Denoising Image Variance", 3, "RGB", b_srlay.name().c_str());
|
|
}
|
|
#ifdef __KERNEL_DEBUG__
|
|
if(get_boolean(crp, "pass_debug_bvh_traversed_nodes")) {
|
|
b_engine.add_pass("Debug BVH Traversed Nodes", 1, "X", b_srlay.name().c_str());
|
|
Pass::add(PASS_BVH_TRAVERSED_NODES, passes);
|
|
}
|
|
if(get_boolean(crp, "pass_debug_bvh_traversed_instances")) {
|
|
b_engine.add_pass("Debug BVH Traversed Instances", 1, "X", b_srlay.name().c_str());
|
|
Pass::add(PASS_BVH_TRAVERSED_INSTANCES, passes);
|
|
}
|
|
if(get_boolean(crp, "pass_debug_bvh_intersections")) {
|
|
b_engine.add_pass("Debug BVH Intersections", 1, "X", b_srlay.name().c_str());
|
|
Pass::add(PASS_BVH_INTERSECTIONS, passes);
|
|
}
|
|
if(get_boolean(crp, "pass_debug_ray_bounces")) {
|
|
b_engine.add_pass("Debug Ray Bounces", 1, "X", b_srlay.name().c_str());
|
|
Pass::add(PASS_RAY_BOUNCES, passes);
|
|
}
|
|
#else
|
|
(void) b_srlay; /* Ignored. */
|
|
#endif
|
|
|
|
return passes;
|
|
}
|
|
|
|
/* Scene Parameters */
|
|
|
|
SceneParams BlenderSync::get_scene_params(BL::Scene& b_scene,
|
|
bool background,
|
|
bool is_cpu)
|
|
{
|
|
BL::RenderSettings r = b_scene.render();
|
|
SceneParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if(shadingsystem == 0)
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
else if(shadingsystem == 1)
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
|
|
if(background)
|
|
params.bvh_type = SceneParams::BVH_STATIC;
|
|
else
|
|
params.bvh_type = (SceneParams::BVHType)get_enum(
|
|
cscene,
|
|
"debug_bvh_type",
|
|
SceneParams::BVH_NUM_TYPES,
|
|
SceneParams::BVH_STATIC);
|
|
|
|
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
|
|
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
|
|
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
|
|
|
|
if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
|
|
params.persistent_data = r.use_persistent_data();
|
|
else
|
|
params.persistent_data = false;
|
|
|
|
int texture_limit;
|
|
if(background) {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
|
|
}
|
|
else {
|
|
texture_limit = RNA_enum_get(&cscene, "texture_limit");
|
|
}
|
|
if(texture_limit > 0 && b_scene.render().use_simplify()) {
|
|
params.texture_limit = 1 << (texture_limit + 6);
|
|
}
|
|
else {
|
|
params.texture_limit = 0;
|
|
}
|
|
|
|
#if !(defined(__GNUC__) && (defined(i386) || defined(_M_IX86)))
|
|
if(is_cpu) {
|
|
params.use_qbvh = DebugFlags().cpu.qbvh && system_cpu_support_sse2();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
params.use_qbvh = false;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
/* Session Parameters */
|
|
|
|
bool BlenderSync::get_session_pause(BL::Scene& b_scene, bool background)
|
|
{
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
return (background)? false: get_boolean(cscene, "preview_pause");
|
|
}
|
|
|
|
SessionParams BlenderSync::get_session_params(BL::RenderEngine& b_engine,
|
|
BL::UserPreferences& b_userpref,
|
|
BL::Scene& b_scene,
|
|
bool background)
|
|
{
|
|
SessionParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
/* feature set */
|
|
params.experimental = (get_enum(cscene, "feature_set") != 0);
|
|
|
|
/* device type */
|
|
vector<DeviceInfo>& devices = Device::available_devices();
|
|
|
|
/* device default CPU */
|
|
foreach(DeviceInfo& device, devices) {
|
|
if(device.type == DEVICE_CPU) {
|
|
params.device = device;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(get_enum(cscene, "device") == 2) {
|
|
/* find network device */
|
|
foreach(DeviceInfo& info, devices)
|
|
if(info.type == DEVICE_NETWORK)
|
|
params.device = info;
|
|
}
|
|
else if(get_enum(cscene, "device") == 1) {
|
|
PointerRNA b_preferences;
|
|
|
|
BL::UserPreferences::addons_iterator b_addon_iter;
|
|
for(b_userpref.addons.begin(b_addon_iter); b_addon_iter != b_userpref.addons.end(); ++b_addon_iter) {
|
|
if(b_addon_iter->module() == "cycles") {
|
|
b_preferences = b_addon_iter->preferences().ptr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
int compute_device = get_enum(b_preferences, "compute_device_type");
|
|
|
|
if(compute_device != 0) {
|
|
vector<DeviceInfo> used_devices;
|
|
RNA_BEGIN(&b_preferences, device, "devices") {
|
|
if(get_enum(device, "type") == compute_device && get_boolean(device, "use")) {
|
|
string id = get_string(device, "id");
|
|
foreach(DeviceInfo& info, devices) {
|
|
if(info.id == id) {
|
|
used_devices.push_back(info);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} RNA_END
|
|
|
|
if(used_devices.size() == 1) {
|
|
params.device = used_devices[0];
|
|
}
|
|
else if(used_devices.size() > 1) {
|
|
params.device = Device::get_multi_device(used_devices);
|
|
}
|
|
/* Else keep using the CPU device that was set before. */
|
|
}
|
|
}
|
|
|
|
/* Background */
|
|
params.background = background;
|
|
|
|
/* samples */
|
|
int samples = get_int(cscene, "samples");
|
|
int aa_samples = get_int(cscene, "aa_samples");
|
|
int preview_samples = get_int(cscene, "preview_samples");
|
|
int preview_aa_samples = get_int(cscene, "preview_aa_samples");
|
|
|
|
if(get_boolean(cscene, "use_square_samples")) {
|
|
aa_samples = aa_samples * aa_samples;
|
|
preview_aa_samples = preview_aa_samples * preview_aa_samples;
|
|
|
|
samples = samples * samples;
|
|
preview_samples = preview_samples * preview_samples;
|
|
}
|
|
|
|
if(get_enum(cscene, "progressive") == 0) {
|
|
if(background) {
|
|
params.samples = aa_samples;
|
|
}
|
|
else {
|
|
params.samples = preview_aa_samples;
|
|
if(params.samples == 0)
|
|
params.samples = INT_MAX;
|
|
}
|
|
}
|
|
else {
|
|
if(background) {
|
|
params.samples = samples;
|
|
}
|
|
else {
|
|
params.samples = preview_samples;
|
|
if(params.samples == 0)
|
|
params.samples = INT_MAX;
|
|
}
|
|
}
|
|
|
|
/* tiles */
|
|
if(params.device.type != DEVICE_CPU && !background) {
|
|
/* currently GPU could be much slower than CPU when using tiles,
|
|
* still need to be investigated, but meanwhile make it possible
|
|
* to work in viewport smoothly
|
|
*/
|
|
int debug_tile_size = get_int(cscene, "debug_tile_size");
|
|
|
|
params.tile_size = make_int2(debug_tile_size, debug_tile_size);
|
|
}
|
|
else {
|
|
int tile_x = b_engine.tile_x();
|
|
int tile_y = b_engine.tile_y();
|
|
|
|
params.tile_size = make_int2(tile_x, tile_y);
|
|
}
|
|
|
|
if((BlenderSession::headless == false) && background) {
|
|
params.tile_order = (TileOrder)get_enum(cscene, "tile_order");
|
|
}
|
|
else {
|
|
params.tile_order = TILE_BOTTOM_TO_TOP;
|
|
}
|
|
|
|
params.start_resolution = get_int(cscene, "preview_start_resolution");
|
|
|
|
/* other parameters */
|
|
if(b_scene.render().threads_mode() == BL::RenderSettings::threads_mode_FIXED)
|
|
params.threads = b_scene.render().threads();
|
|
else
|
|
params.threads = 0;
|
|
|
|
params.cancel_timeout = (double)get_float(cscene, "debug_cancel_timeout");
|
|
params.reset_timeout = (double)get_float(cscene, "debug_reset_timeout");
|
|
params.text_timeout = (double)get_float(cscene, "debug_text_timeout");
|
|
|
|
params.progressive_refine = get_boolean(cscene, "use_progressive_refine");
|
|
|
|
if(background) {
|
|
if(params.progressive_refine)
|
|
params.progressive = true;
|
|
else
|
|
params.progressive = false;
|
|
|
|
params.start_resolution = INT_MAX;
|
|
}
|
|
else
|
|
params.progressive = true;
|
|
|
|
/* shading system - scene level needs full refresh */
|
|
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
|
|
|
|
if(shadingsystem == 0)
|
|
params.shadingsystem = SHADINGSYSTEM_SVM;
|
|
else if(shadingsystem == 1)
|
|
params.shadingsystem = SHADINGSYSTEM_OSL;
|
|
|
|
/* color managagement */
|
|
#ifdef GLEW_MX
|
|
/* When using GLEW MX we need to check whether we've got an OpenGL
|
|
* context for current window. This is because command line rendering
|
|
* doesn't have OpenGL context actually.
|
|
*/
|
|
if(glewGetContext() != NULL)
|
|
#endif
|
|
{
|
|
params.display_buffer_linear = GLEW_ARB_half_float_pixel &&
|
|
b_engine.support_display_space_shader(b_scene);
|
|
}
|
|
|
|
if(b_engine.is_preview()) {
|
|
/* For preview rendering we're using same timeout as
|
|
* blender's job update.
|
|
*/
|
|
params.progressive_update_timeout = 0.1;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|